Hi everyone, for this post we want to show you some sketches of the level design for the game.
During our internal playtests we've found that the readability of the game is lacking, to say the least. Players need a lot of information, and previously...
Do you think Level Design is easy? Think Again! Having a memorable, engaging and intuitive level design takes a lot of practice, experience and the right...
This article looks at how I tried to create textless tutorials and instead teach through design; to use experiences to help people learn through play.
In with the new. let's take it easy this week. We showed level design progress of the office before, let's do the same with the city.
Today we're gonna talk about some of the new animations we made for helena.
Let's talk about screen transitions. Helena could do with some new cutscenes.
Let's make these collectibles worth grabbing, shall we?
Sound is a big part of almost every game - and that's why we're proud to present to you the amazing people responsable for Oizys sound and some of the...
Sound is a big part of almost every game - and that's why we're proud to present to you the amazing people responsable for Oizys sound and some of the...
In this article we explore a game design issue we encountered while developing The Sixth Sun and show our journey towards finding the most fitting solution...
In today's post we will be talking about our UI Design and the philosofies behind it!
In this Devlog for Caapora - Oath of the Forest, Afonso will give an in-depth analysis at one of our core gameplay mechanics, the Shapeshifting ability.
In this article, we present the enemy units currently implemented in the most recent build for our game, The Sixth Sun.
In this article, we present two new enemy units implemented in the most recent build for our game, The Sixth Sun.
In this post we go trough a system of building combat encounters and the components that allow us to quickly design and iterate over the chaotic battles...
Break down of a level transition effect I've made with the UE4 Level Sequencer.
Hi! In this short DevBlog we're showing off the backstage of Room 54 Level creation : )
Previously we talked about how we created the Core in Caapora, and how we defined our Game Pillars from it. In this Devlog for Caapora - Oath of the Forest...
In this article, we present the enemies that have been developed so far, as well as some concepts we have for future enemies.
My game development journey over the last year with my game Zombies in Space!
When creating a video game, Game Design will arguably be one, if not the most, important components. In Caapora - Oath of the Forest, the gameplay has...
In this article we present our employment of the 'Design Pillars' for The Sixth Sun, setting the game's intended experience and core ideas.
This devlog reviews the latest changes to the game as it is prepared for alpha testing!
Where Are You is a Walking Simulator, but I wanted to include a few of mechanics with a narrative relevance. How am I doing it?
This devlog focuses on the creation of the first boss the players will encounter during the game. Based on a previous enemy in the game, and some inspiration...
Ideas about designing a character and story. How I have designed a character based on Alanis Morissette song Mary Jane
What happens when you create a game in a genre known for platforming and precision…and set the whole thing underwater? You have to throw out a lot of...
Devlog #4 for Zombies in Space, a 2D, sci-fi, metrovania style shooter coming to Steam and Switch in 2022.
Detective gameplay (or "investigation gameplay") poses a number of unique challenges centered around two main problems: the struggle between story and...
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